Displacement Mapping in DirectX 11
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My bachelor thesis. The practical part is a demo using hull/domain shader for displacement mapping of highly tessellated surfaces to form a nature environment computed to a great deal via compute shader. Below you can see screen shots of the application. You can also download the source code (which is published under the GPL V3) and the thesis itself (please do not distribute it yourself without contacting me first. Its meant for personal education only). In order to run the binary s you need to have a 64 bit Windows system (Vista or 7), the Direct X 11 runtimes installed and a Direct X 11 compatible graphic card. The source code was developed using MS visual studio 2008 pro. The thesis was written in LaTeX.
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